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PROJECT BLUE

Roles: Level Designer, Programmer   //   Project Timeline: 3 Months   //   Team: Solo Project

Overview

A low poly 3D Platformer where the player must traverse across a magical, cavernous environment to escape to the real world.

Project Goals

  • Maintain a balance of high-speed platforming challenges and low-speed exploring

  • Effectively kitbash multiple art packs

  • Create a non-linear level that presents the player with choice

Design

Throughout the development of the project, I wanted to prioritize the speed of the player in the game. This led to tinkering around with the metrics and spacing of the individual parkour beats in the level. To ensure each challenge felt different in nature, I made full use of the movement mechanics of the project through environmental design. This allowed me to alter the difficulty of each beat in numerous ways and led to a lucrative design process.

During the brainstorming phase of this project, I knew I wanted to include multiple different routes for the player. This would not only give the player some power of decision, it fostered replayibility of the level for players who are interested in exploring.

Easy Route

Hard Route

Learning Outcomes

  • Unconsciously leading the player through the level with smart lighting techniques

  • Rapid prototyping to enhance unique play experiences with the same mechanics

  • Programming adaptive difficulty for AI enemies

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button lines.png
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